Morrowind

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SoulQEater

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  1. SoulQEater
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    This may sound a bit arrogant, but because some people asked here are some ground things I do not intent to do with the mod.

    I will not change anything in the mod to make it compatible with other mods. Like changing locations of the smithies because they are not accessible anymore due to changes another mod made. Or made it now harder to reach etc. or because another mod makes it harder or easier to get certain armors, or nerfes the base version of armors as their part to balance the game. All I did was with having the balance of the main game, with the 2 respective Add-ons, in mind. Anything beyond that is out of my scope and I can't cater to anyone.

    I will not add more armors than already in the game. Missing armors found in the base game were made on purpose because they are either enchanted, have too little counts or are more or less duplicates of other armors with higher number count. Or I simply missed them. That could have happened because I use the eusp. wiki site as reference. 
    Furthermore adding other modders armor is also a no-go. This would simple open up a rabbit hole I don't want to jump into. If I do one mod-armor, I would have to do another ones, etc. 

    BUT, if anyone is willing to invest the time to make fixes to make this mod work better with other mods OR is willing to  add his favorite armor, feel free to upload them here on the Nexus. I even added a small manual on how to add new armors yourself, which includes creating new smithies as well as add more scripts to make them functionable.

    Soul
  2. LoneWolfopenmw
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    Can't find forge for dragonscale helm, cuirass,and  towershield.

    The dragonscale items are covered by imperial steel schematics, but their forges are not found at the imp steel forges in caldera, fort buckmoth, gnisis barracks or fort moonmoth .
    Are they only in a special location ?

    For now I added the items apprentice dragonscale items to hodlismod and bought them.
    1. LoneWolfopenmw
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      By chance I found them in ebonheart .
  3. Saliosnoctin
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    Out of sheer curiosity, would this be compatible or incompatible with the mod Wares? It changes what is available in merchants and various containers (to the best of my knowledge anyways). Not asking for it to be made compatible if it's not already just curious. If it compatible this mod will defiantly make my mod list. Thanks in advanced if you are still active or to anyone who might know the answer.
    1. SoulQEater
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      I'm not sure wether you have to load the ones you want to stay befor or after this mod. But I guess when you load them after this mod the last changes made, from this "Wares" mod would persist. I am not that knowledgable in loadorders.
      IF the "Wares" mod just adds new hidden containers, flagged for NPC merchants, those changes will stay no matter what, as I can't change them with this mod. 
      I did change some NPC merchants on what they can sell aswell, as some items in it are Misc items and most smith wouldn't sell them. But then again. I am sure you can do something with the load order about this. And if you really need low level items I added to the game, there is always the TestRoom I made. There you can find those items regardless.

      Soul
  4. FarginBastage
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    Awesome mod. I like making Armorer useful. I am using Get Sharp by Rubberman1 which also uses Armorer. This really makes it a great skill. One question, where can I find Durzog? Is that an NPC or are you referring to killing Durzogs? 
    1. FarginBastage
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      Is there more than one DB Smith? I found one using the CS and the location is not accessible until later in the game. I see Domina  and Gold Armor is not included. Can you please add those in to your mod?
    2. SoulQEater
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      You can find Dorzug in the sewers of Mournhold. Those are the creatures the goblins there train and use as warpets.

      As for the DB smithy, he is inside the DB "headquarter" below Mournhold and this is the only smith. I won't add more than this one, as the DB armor is pretty strong and without any mods that prevent them from attacking your right at the start of the game it is quite an OP armor to have at low levels.
      So for balancing reasons the smithy is located there.

      Although Gold and Donima armor is an offical Plugin I probably do not intent to ever add them. I don't like them and with only a female body display I don't think them as a real addition to the game, sorry.

      Soul
    3. FarginBastage
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      Thank you for the quick response. I asked about a second Smith because Tribunal Rebalanced weakens DB AR to 12. 
  5. Harc3h
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    Thanks for this mod!! I love running blacksmith/merchant builds in role games, in Morrowind I use armorer skill beacuse of the archeotype but it kinda felt not so usefull in this game, so now my build will have more sense.
    1. SoulQEater
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      I'm happy you like the mod. 
      Roleplaying in Morrowind is more or less why I made this mod. With a different approche but I'm glad you having fun.

      I am in the process of finishing my Part 2 of this. It won't matter as much for you I guess, since it's more about Clothing, but I think a propper Merchant wouldn't want to miss on those either.

      Soul
  6. daiamonto
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    Any idea how to make the upgraded armors use the ''BetterArmors'' texture? Currently, upgrading them make your character return to potato.
    1. SoulQEater
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      Just to clarify, by "potato" you mean the upgraded armors have their vanilla armor textures, instead of the one you use right?
      Do you mean this mod, by any chance?
      https://www.nexusmods.com/morrowind/mods/42509?tab=files&file_id=1000000539

      This is the one I use aswell and I don't have any problems when I upgrade armors.
      There are those made by "HedgeHog12", which I haven't tried yet for myself. 

      Off of my knowledge how Armors and Textures/Meshes work, is that you can replace Textures and Meshes, like in the "Better Morrowind Armor" mod I linked above and both textures and meshes will look the same if upgraded OR (which I dont know since I haven't looked into other "replacers") you can replace meshes and textures manually for every armor with a different mesh and texture linked to it thus creating new armors which ignore other replacers and since the mesh ID and texture ID are different from the ones I gave the "upgraded" varriants they still use the old ones.

      But, like I said. Without a link of the mod you use I can't confirm anything.
      If it is the 2nd and the meshes used by your "replacer" have different IDs but still use the ingame armor IDs there are two fixes I can suggest. Both have to done by yourself and are rather time consuming.
      1. You could change the name of every mesh and texture from the mod you use which use different names than vanilla morrowind and change them back to the vanilla morrowind names.
      2. You could open my mod and change the linked meshes and textures for the upgraded versions of the armor to the ones used by your mod.

      But without knowing which mod you use exactly I can't help much. If you happen to use the "Better Morrowind Armor" mod I use aswell I would say there is another mod interfering, since I don't have those problems. Maybe link a picture of how your armors look like befor and after upgrading them and which mod you refered to.

      Soul
  7. LoneWolfopenmw
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    I just finished "Dwemer Tube from Arkngthunch-Sturdumz" quest and found 3 oil barrels with 7 dwemer oil in total .

    The amount seems a bit high, Is this intentional ?
    1. SoulQEater
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      Yes, that is totally normal. I based most of the needed resources on armor rating and not so much on actual rarity of the armor. 
      Per lore actual Dwemer Armor does not exist and those you can find are mass produced ones with arguable less quality, the lore isn't explicit about it and you could spend days arguing about it. 
      But their armor rating infact is pretty low, compared to their "standing" in Elder Scrolls history and you can actually find quite some of them and with a certain rescue mission regarding Redoran you will have more than 3 sets already. To make a Grand Master set of Dwemer armor you would need 90 Oil if I remember correctly, 10 to upgrade a full set to Apprentice level. Thus you need to visit 10-11 ruins to finish one set, depending on how many barrels are placed. 

      Soul
  8. LoneWolfopenmw
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    I have LGNPC Pax Redoran 1.30 installed and upon joining house redoran I don't get the bonemold schematics.
    Testing  joining Telvanni or Hlaalu  did result in me getting tthe schematics, so it seems there's a conflict with lgnpc pax redoran.

    I used the console to add the schematics and tried upgrading which worked fine.

    I did nptice a discrepancy between the schematics and pratice though :
    Bonemold schematics claim 1-2--3 -4  raw bonemold is needed to upgrade, apprentice upgrades did require 2 raw bonemold .
    The text on the description tab here on nexus, states 2 is needed for common armor, and lists bonemold as an example for common .

    1. SoulQEater
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      ?I have LGNPC Pax Redoran 1.30 installed and upon joining house redoran I don't get the bonemold schematics.
      Testing  joining Telvanni or Hlaalu  did result in me getting tthe schematics, so it seems there's a conflict with lgnpc pax redoran.
      Nothing much I can do about that. Conflicts may happen when ever another mod meddles with the same dialogue I set up for the mod. But good to point it out for other people so they won't be too confused as why it doesn't work.

      ?Bonemold schematics claim 1-2--3 -4  raw bonemold is needed to upgrade, apprentice upgrades did require 2 raw bonemold .
      The text on the description tab here on nexus, states 2 is needed for common armor, and lists bonemold as an example for common .
      Thanks for noticing. I wrote the Schematics way befor I did most of the armors that might be a reason as to why some requirements may not add up. But the 2, 5, 8, 10 Bonemold is what is intended. I added it to my list for next update and will look over other recipes aswell.

      Soul
  9. cubanbface
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    Any chance you would make a BCOM compatible version in the future?
    1. SoulQEater
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      Sorry, I do not plan on making any compatibility patches for other mods. There are too many this mod conflicts with, mainly every town overhaul and everyone has their preferences. This work would never end on my end.

      But feel free to do that if you want. Or anyone else if he wants to both have my mod and others at the same time. I won't keep anyone from playing their favourite Morrowind. Just stick with nexus regulations and we are fine. 
      Yet again, sorry if you can't play it like you want to, but maybe you can find someone who is willing to make them compatible for you if you lack the CK knowledge. I would recommand the "Morrowind Modding Community" on discord.

      Soul
  10. LoneWolfopenmw
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    While checking out your mod, I found it causes a glitch in ald-ruhn.
    At the right of themanor entrance there's  a small gap that shows terrain & sky .

    I restarted openmw with only morrowind, tribunal, bloodmoon and armorer skill loaded and took a screenshot .

    It can be viewed/downloaded at https://app.box.com/s/bdrh93xbnldeccwek2oekkgmmhf04z95
    1. SoulQEater
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      Thanks for noticing. I fixed the bug with the door. I might have touched it by accident while working on the Ald'ruhn smithy. I also fixed some other bugs that made the Schematics appear in some random locations which I found. 

      If you or anyone else happen to find any bug, please tell me.

      Soul
  11. LoneWolfopenmw
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    Very interesting.

    Is it possible to upgrade armor further when advancing in armorer skill or do we need to start from scratch with base armor ?

    example :
    say I have upgraded bonemold armor to apprentice level .
    Can the apprentice level armor be upgraded to journeyman level after  armorer skill has reached 50 ?

    EDIT :

    You can't skip any of the levels, so you have to upgrade each level at least once befor you can upgrade it to Grandmaster. Means you have to  upgrade your basic morrowind level armor to apprentice first, then to journeyman, to master and last to grandmaster.

    Found answer in decription.

    Maybe you can add the text under description to the download ?
    1. SoulQEater
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      I added a short summary of the mod at the start. That should work like a FAQ. I'll add more things when there are unclear parts about the mod.

      Soul